Hey everyone! Feel free to add any questions or any answers you may have in regards to final content for the exam. This page will be useful if you have any holes in your notes. We can help each other with any more info we are unclear about.
HEY GUYS I WAS THINKING LETS ADD SOME SAMPLE QUESTION HERE< questions you think would be on the test. ex: example the elements on the Activity Triangle and give scenarios <
just a thought - thanks antonia
Some key things to remember from each lecture
cheers Everyone- Antonia
Great idea antonia!
Since jones said there will be 5- 6 questions on the test: I was thinking of these as possible "topics" of questions. ( I asked somoene for last year and they said focus on things which have "list" which is what jones focues on )
First question : Apply Pact analysis
Second question: Aply Norman's Principles of Design
Third questions - What are the other priciples of design
Fourth questio - Functions of engagement
Fifth question - Differentiate between qualitative and quantative research
Sixth question - Describe nodes in activity triangle - Describe activity theory
Seventh question -Describe differnet types of scenorios in the context given
Eight question - Describe differnt types of prototyping
Nine question - List the eight challenges
Above are the possible questions i could think of. Feel free to add more
Goodluck-niwaz
Thats really helpful. Thanks.
TIP - While browsing throught other wikispaces - The topics they had for their long answer were redesigning:
a) facebook
b) CCIT program
c) wikispaces
d) an existing technology of choice ( a former student told me this)
e) twitter could be a possibility (its the most popular right now)
Also, I found this very helpful:
Tips to Succeed
Don't simply regurgitate course content
Aim for succint answers - get to the point
Make your written answers 'scannable' such that it is easy to find the main points
Don't dissect the text in the case study. Simply, read it, understand it and be able to apply content such as Norman's Design Principles, bodystorming, flow charting, activity theory, PACT analysis, Moscow analysis, etc.
Lecture 2: People, Activities, Context and Technology
PACT · P=People. As a designer you must take physical, personalities, psychological, and usage differences (in order to have human centered technology) · A=Activities.designers need to consider10 important characteristics of activities: everyday use, time pressure, continuous vs. interruption, response time, solo vs. coordination, defined tasks, safety, mistake-proof, data requirement, and demands · C= Contexts. Activities always happen in a context (analyse together) physical environment, social context, privacy issues, organization context · T = Technologies. Input=how people enter data / output= Good content?
Lecture 4: Principles of User Experience Design (Part 2)
Lecture 5: A Few More Principles/Cognitive Psychology Intro
• Memory (sensory, working and long-term) • Recall and recognition • Attention • Perception • Gestalt processing • Representation • Mental models • Action and persuasion
Lecture 6: Cog Psych Conclusion and Intro to Research Gesalt: Part/Whole, Proximity, Continuity, Similarity, Closure - we fill in gaps
Norman Models (Research) • Incomplete • Poorly tested • Unstable • Unreliable • Vague boundaries • Superstitious or illogical
Lecture 7: Qualitative Research Methods
• Secondary source research • Content Analysis • Interviews/Focus Groups • Case Studies/Grounded Theory • Ethnography/Observation • Contextual Inquiry/Action Research
Lecture 8: Quantitative Research Methods
• Experiments • Benefits & limitations • Data mining • Surveys/questionaries • Sampling • Data analysis
• Content Analysis • Interviews/Focus Groups
Lecture 9: Scenarios & Requirements/ Complex Interaction/Activity Theory
Conceptual Scenarios & Concrete Scenario
SECI and Ba
Socialization
Externalization
Combination
Internalization
• Subject - people • Object - goal, task • Artefact - tools, technologies • Community - others affected by the activity • Division of Labour – the role of power relations in accomplishing task • Praxis – norms/mores governing activity
Contradiction
Lecture 10: Activity Theory, Prototypes and Evaluation Evaluation Access concerns removing the barriers that would otherwise exclude some people using the system at all. Usability refers to the quality of the interaction in terms of parameters such as time taken to perform tasks, numbers of errors made and the time to become a competent user (it may meet requirements of usability criteria, but may fail to satisfy audiences)
Acceptability refers to fitness for purpose in the context of use.
Engagement concerns designing for great, exciting and riveting experiences (aka ‘wow’ factor) Prototypes are used to embody scenarios in possible technology (Paper Prototyping - Means of communicating with users and bringing them into design process)
Activity Theory · Core features comprise recognition of the role and importance of culture, history and activity in understanding human behaviour. · CHAT: Cultural Historical Activity Theory o 3 basic principles: § Activities as the smallest meaningful unit of analysis § The principle of self-organizing activity systems driven by contradictions § Changes in activities as instantiations of cycles of expansive learning. · Structure: o Subjects: one or more people o Object: purpose/product or output o Artefact: tools used o Community: All other groups that take stake in activity o Division of labour: horizontal and vertical divisions of responsibilities and power within activity o Praxis: formal and informal rules and norms governing the relations between the subjects and the wider community of the activity. · Contradictions: o Primary: conflict at node o Secondary: conflict between two nodes o Tertiary: occurs when activity is remodeled to take account of new motives or new ways of working o Quaternary: occurring between different co-existing activities
IMPACT • Intention • Metrics • P • A • C • T
Integration of core course concepts in the case studies
Since the short answer questions are from the case studies, and they are all about application of the core concepts in the course (prototyping, ethnography, activity design and etc.) I was thinking that some major concepts from the theory part can appear along concepts from the case studies (inclusive capitalism/bottom up economic development, material economy, perceived vs. planned obsolescence, biomimicry, Apple iPod design paradigm, design for the other 90 and concept of basic rights addressed trough design,stakeholder analysis, socially responsible design , microfinance, ergonomics, therbligs motion studies, bodystorming, roleplaying, case theatre scenario, tangilble bits, service design etc.)
Practice Final Exam Questions
Hey everyone! Feel free to add any questions or any answers you may have in regards to final content for the exam. This page will be useful if you have any holes in your notes. We can help each other with any more info we are unclear about.
-hey, if you guys look at the previous wiki's you can find some really good summaries of the lectures and readings
cct333-w08 Final Exam - Study Tips
cct333-w09 A5 - Test
Key points from lecture notes
Entry#1 : TextBook Notes
Hey guys heres some text book notes pasted into one document. Enjoy- Antonia
CCT333 Example Questions:
HEY GUYS I WAS THINKING LETS ADD SOME SAMPLE QUESTION HERE< questions you think would be on the test. ex: example the elements on the Activity Triangle and give scenarios <
just a thought - thanks antonia
Some key things to remember from each lecture
cheers Everyone- Antonia
Great idea antonia!
Since jones said there will be 5- 6 questions on the test: I was thinking of these as possible "topics" of questions. ( I asked somoene for last year and they said focus on things which have "list" which is what jones focues on )
First question : Apply Pact analysis
Second question: Aply Norman's Principles of Design
Third questions - What are the other priciples of design
Fourth questio - Functions of engagement
Fifth question - Differentiate between qualitative and quantative research
Sixth question - Describe nodes in activity triangle - Describe activity theory
Seventh question -Describe differnet types of scenorios in the context given
Eight question - Describe differnt types of prototyping
Nine question - List the eight challenges
Above are the possible questions i could think of. Feel free to add more
Goodluck-niwaz
Thats really helpful. Thanks.
TIP - While browsing throught other wikispaces - The topics they had for their long answer were redesigning:
a) facebook
b) CCIT program
c) wikispaces
d) an existing technology of choice ( a former student told me this)
e) twitter could be a possibility (its the most popular right now)
Also, I found this very helpful:
Tips to Succeed
Lecture 2: People, Activities, Context and Technology
PACT
· P=People. As a designer you must take physical, personalities, psychological, and usage differences (in order to have human centered technology)
· A=Activities. designers need to consider10 important characteristics of activities: everyday use, time pressure, continuous vs. interruption, response time, solo vs. coordination, defined tasks, safety, mistake-proof, data requirement, and demands
· C= Contexts. Activities always happen in a context (analyse together) physical environment, social context, privacy issues, organization context
· T = Technologies. Input=how people enter data / output= Good content?
Lecture 4: Principles of User Experience Design (Part 2)
• Visibility
• Consistency
• Familiarity
• Affordances
• Navigation
• Control
• Feedback
• Recovery
• Constraints
• Flexibility
• Style
• Conviviality
Lecture 5: A Few More Principles/Cognitive Psychology Intro
• Memory (sensory, working and long-term)
• Recall and recognition
• Attention
• Perception
• Gestalt processing
• Representation
• Mental models
• Action and persuasion
Lecture 6: Cog Psych Conclusion and Intro to Research
Gesalt: Part/Whole, Proximity, Continuity, Similarity, Closure - we fill in gaps
Norman Models (Research)
• Incomplete
• Poorly tested
• Unstable
• Unreliable
• Vague boundaries
• Superstitious or illogical
Lecture 7: Qualitative Research Methods
• Secondary source research
• Content Analysis
• Interviews/Focus Groups
• Case Studies/Grounded Theory
• Ethnography/Observation
• Contextual Inquiry/Action Research
Lecture 8: Quantitative Research Methods
• Experiments
• Benefits & limitations
• Data mining
• Surveys/questionaries
• Sampling
• Data analysis
• Content Analysis
• Interviews/Focus Groups
Lecture 9: Scenarios & Requirements/ Complex Interaction/Activity Theory
Conceptual Scenarios & Concrete Scenario
SECI and Ba
- Socialization
- Externalization
- Combination
- Internalization
• Subject - people• Object - goal, task
• Artefact - tools, technologies
• Community - others affected by the activity
• Division of Labour – the role of power relations in accomplishing task
• Praxis – norms/mores governing activity
Contradiction
Lecture 10: Activity Theory, Prototypes and Evaluation
Evaluation
Access concerns removing the barriers that would otherwise exclude some people using the system at all.
Usability refers to the quality of the interaction in terms of parameters such as time taken to perform tasks, numbers of errors made and the time to become a competent user (it may meet requirements of usability criteria, but may fail to satisfy audiences)
Acceptability refers to fitness for purpose in the context of use.
Engagement concerns designing for great, exciting and riveting experiences (aka ‘wow’ factor)
Prototypes are used to embody scenarios in possible technology (Paper Prototyping
- Means of communicating with users and bringing them into design process)
Activity Theory
· Core features comprise recognition of the role and importance of culture, history and activity in understanding human behaviour.
· CHAT: Cultural Historical Activity Theory
o 3 basic principles:
§ Activities as the smallest meaningful unit of analysis
§ The principle of self-organizing activity systems driven by contradictions
§ Changes in activities as instantiations of cycles of expansive learning.
· Structure:
o Subjects: one or more people
o Object: purpose/product or output
o Artefact: tools used
o Community: All other groups that take stake in activity
o Division of labour: horizontal and vertical divisions of responsibilities and power within activity
o Praxis: formal and informal rules and norms governing the relations between the subjects and the wider community of the activity.
· Contradictions:
o Primary: conflict at node
o Secondary: conflict between two nodes
o Tertiary: occurs when activity is remodeled to take account of new motives or new ways of working
o Quaternary: occurring between different co-existing activities
IMPACT
• Intention
• Metrics
• P
• A
• C
• T
Integration of core course concepts in the case studies
Since the short answer questions are from the case studies, and they are all about application of the core concepts in the course (prototyping, ethnography, activity design and etc.) I was thinking that some major concepts from the theory part can appear along concepts from the case studies (inclusive capitalism/bottom up economic development, material economy, perceived vs. planned obsolescence, biomimicry, Apple iPod design paradigm, design for the other 90 and concept of basic rights addressed trough design,stakeholder analysis, socially responsible design , microfinance, ergonomics, therbligs motion studies, bodystorming, roleplaying, case theatre scenario, tangilble bits, service design etc.)
Useful video on "mental models" :http://www.youtube.com/watch?v=T2EIx9rBy78